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Permalink 12:55:55 pm, by jdunlap Email , 146 words   English (US)
Categories: Euchre, XBox Indie Games

Euchre 360

I have been working on a Euchre game for release on XBox Live Indie Games. The game is nearly ready for release once I put a few finishing touches on it. The last few things that I need to do is to figure out why the AI throws off when it could trump and take the trick. Once I get that done and add the "nag" screens for the trial mode, it will be all set.

Currently, the game tracks several statistics such as how many times you have called trump, been euchred, euchred your opponent, etc. There are also some options such as three different AI opponents and four different card styles. The game currently has no sound, but allows the user to play custom soundtracks while playing.

My next post will contain some screenshots and possibly a gameplay video.

Look forward to the release!


Permalink 01:48:53 am, by jdunlap Email , 243 words   English (US)
Categories: City Builder

Thought it was going good...

After my last entry, complete with a video of the engine running on the PC, I took a day or two off before trying to run it on the 360.  Eagerly anticipating the great results that I had seen on the PC, I fired up XNA Studio Connect, set my target in VS 2010 to XBox 360, and pressed the run command.  Everything looked great, until I got into the actual terrain rendering portion.  The framerate crashed (or so I was assuming.)

That was when I realized that I had no frame rate counter on the game, so I quickly coded one and ran it on the PC.  I was getting 59 FPS on the PC.  I ran it on the XBox, and my frame rate dropped to 14 FPS.  I then started my journey into multi-threaded programming.  I attempted to run the ROAM algorithm on one thread and then update the buffers when it was complete.  It still ran at 59 FPS on my PC.  The XBox had improved to about 35 FPS, which I could live with except that it would occasionally pause, presumably while the index buffer was being updated.  I am still working on this issue, and if I can''t resolve it, I will just fall back to using triangle strips on the 360.

This has become the highest priority for me, and I will not be able to continue the game until I get this resolved.

Permalink 01:43:00 am, by jdunlap Email , 203 words   English (US)
Categories: City Builder

Terrain Engine

I have been spending time working on a terrain engine for XNA to be used to develop a game for the XBox 360.  So far, I have implemented several terrain generation techniques: Flat, Random, Perlin noise, Random Blend, and fault generation.  There is also a river generation technique, but this still needs some tweaking, and the river needs to be created.  Currently, there is only a riverbed.  Two rendering techniques have been implemented.  It will render using either triangle strips or triangles.  When using strips, each row of triangles is implemented as a strip.  Therefore, a 257x257 terrain will result in 256 strips being rendered using 66,049 vertices.  When using triangles, ROAM has been implemented so triangles will split and merge based upon their distance from the camera and their visibility.  Below, there is a YouTube video of the engine being implemeted in my game that I am working on.  Beware, though, the music is a little loud.  The video has an overlay of the triangles being used to render the terrain. The terrain looks rough due to the codec. I will use a different one in the future.


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